Transcendental casting allows you to use open-ended and freeform casting to alter reality. This can achieve impactful effects in almost any given scene, or during downtime, using system-defined Words to inform the narrative of the magic and Magnitudes to indicate its power.

There are rules and mechanics to make that work as follows

The Basic Process

Identify how you wish to change the situation in front of you

Apply the Core Word and Support Words that you want to use

Apply any other considerations: People around you may give something to your casting or you may own items of power that will assist you for example.

Explain to your ref or storyteller your proposal and receive the Magnitude of your spell. They will tell you whether you need to wait for them to adjudicate or whether you are free to achieve your effect and narrate on your own.

Cast your effect and whilst awaiting outcome draw Backlash for the appropriate Magnitude.

Casting Mechanics

Each realm of power has its own style of casting their spells, usually through verbal incantation but sometimes through concentration and flamboyant stance or through ritual.

When casting they must maintain their style for approximately 30 seconds per Magnitude of their spells

Transcendental Magic requires calm and is difficult to cast in battle, timing for Magnitudes increases to approximately 4 minutes per Mag during combat.

As a good rule of thumb if you can hear battle, properly not dimly, then you are probably classed as being in battle.

Predetermined Spells

When you select your training origin, such as guilds in the Royal Basin, you will be allocated two predetermined spells that belong to that organisation.

They represent a way of using the magic that all graduates from those organisations are taught in their training so as to master their art. 

These exist to allow you to be able to interact with the game without the need for Ref involvement and also as examples of how the words that you start with could work.

They include Standard Magnitude costs although these may change depending on environment and a ref may later ask you for a higher backlash pull.

Each player may also create their own predetermined spells which are called signature spells.

When they have successfully cast any spell on an event they may request the system that it become a signature spell. We recommend that you have repeated the same effect at least 3 times in yoru character history, but exceptions can be made if it seems narratively appropriate

If the request is granted it will be written up and passed to the player along with a token that clarifies to any ref that they may cast this spell at the Guidance Magnitude although, again, that Magnitude may change depending on environment and situation.

Signature spells may be taught to other people.

Signature spells have the added advantage of only needing 2 minutes to cast per Magnitude in combat

A player may have 3 signature spells “active” per day with an additional “slot” for each point of Aura they have in that realm of magic. 

If that player loses any points of aura they may choose which signature spell to lose.

They must choose which signature spells to begin the game with each day.

Guidelines of Magnitudes of Power

It is noted that a Magnitude of power for a spell comes in the range of 1-10

A spell is made up of several key components
– Effect – What the spell does
– Range – Over what distance the effect of a spell takes effect
– Duration – How long a spell will last.
– Area – What spatcial area the spell will encompass
– Power – How strong that spell is.

There are also elements which may make spells ‘cheaper’ in terms of effect. E.G.
– Very specific and limited effect (this spell only effects family bonds, one specific emotion)
– Requires the assent of the target (incoming psionic communication)
– Requires setup (must craft a ritual space / sanctify an area etc)


The basic concept of the spell should range between 1 and 5

1 are weak effects that allow you to speak to the dead or grant minor suit bonuses whilst 5 may allow you to slay someone outright.


Always starts at 10-20 feet. Each +1 mag put into this increases as follows:
+1 – 30-40 feet.
+2 – To within a few miles.
+3 – To a place well-known to the caster.
+4 – To within Vaklam.
+5 – Cross-world.


Always starts at one scene for transcendental casting.
+1 – an hour..
+2 – a day.
+3 – a week
+4 – a year
+5 – unless something actively stops it


Casting or SPELL MAGS are now how you control magic, this is the 1-10 that is discussed above.

They define your ability to pull magic into yourself through your trained techniques and represent it into the world as an extension of your essence, specifically that part of your essence to which that flavour of magic is attuned.

Certain effects you may learn or gain access to as you advance your spellcasting allow you to cast beyond magnitude 10. However, it is important to note that spells cannot become more ‘effective’ than magnitude 10. Any further magnitudes are only taken into effect for the purposes of overcoming other resistance to the magic. For example

– Dave the protective caster has a 10 MAG effect that he knows protects everyone from a 10 MAG death spell that kills over an area
– He sees Bendimus Prime coming who he knows can cast that death spell and casts his protection at MAG 20!! 
– Bendimus Prime now needs to get to 21 to overcome Dave’s protections.